2. People are more comfortable playing with cards they know and can think of strategies based on the cards they have left, but with the mammoth pile of abilities, without dedicating serious time (which people will not do for a virtual facebook-esque CCG), no one will want to go through the hassle of memorizing the skills enough to build a solid deck. My suggestion would be to tone down on the abilities to a more manageable amount, but other than that the game seems fantastic. It gives players a real foothold without having to spend money by basically giving them a pack a day, and while the combat is reminiscent of Tyrant, it is still original in it's own way. I would give it a 3/5 for now, but it has much potential. Just don't stray away from the generosity and the game could be pretty popular.
1. Alright, after looking past the fact that it is another premium currency CCG with an energy system, the game itself is not bad. The daily rewards give a pack a day, something most card games would never dream of doing. That in itself will boost this game higher. However, the game is so horribly complex that new players will feel absolutely overwhelmed right off the bat, even with a tutorial battle. The amount of skills, creatures combinations, and effects in the game are absolutely staggering and without some sort of in game encyclopedia that will allow players to read the skills most people probably wont feel inclined enough to stick with the game and learn them while playing.
Please, don't end the day the very second you run out of energy. Sometimes on the way up to the surface to get the solar energy, you run into a wall that is too steep and you need to use that one last remaining energy, which instantly ends the day and gives you no chance to get the energy.
You are going to have a hard time getting a higher score when you add premium content, unless the game is really out of the park good. Something that also really annoys players is when you show them everything they could have in the game, such as extra classes, instead of showing that there is purchasable things for the game. If you show people everything they could have instead of telling them that there is more they could have it gives them the impression that they are playing half of the game instead of what there is.
On that note, the game is designed entirely against the player. The whole mana attack system is totally bogus, it's complete luck whether or not you play enough mana, and the only way to actually get cards is to constantly keep dying in training and grinding your way into better cards. Skill or strategy has absolutely no play when facing other players as everything is luck based. Beginning people will find it very difficult to get a footing in the game because there is no level grouping mechanic: a level 3 can be put up against a level 10, or even 6 and have absolutely no chance at all of winning. The game is completely unbalanced.
We have changed the matchmaking system to avoid that as much as possible, can you tell me if it's better now?
Also, you may want to check the game a little more because skill has indeed a lot of impact on your results.
I feel like the tutorial could be much more in depth. Players who just start off are going to feel suffocated under all of the stats on every card. Perhaps chunking off the tutorial into different segments, such as do an example battle, then tell us about the classes and the different card statistics, show us how to build a building, then tell us about the different types of buildings, etc.
I think you should take a page from some other TCG's like Tyrant and Hearthstone. Yes, they have packs that you CAN spend money on, but almost every pack can be earned without paying. When you instantly lock orange cards and up for only people who give you money, you instantly alienate a large portion of players, and after a while buying the same packs over and over and only having access to about 50% of the cards loses it's charm.
I feel like the expert levels for the tutorial are a bit too tough since they are just tutorials. How are players supposed to learn about the other game mechanics if they can't complete the levels? Perhaps give units on the expert tutorial levels an extra action by default because having only one exact specific way to beat each tutorial makes no sense.
I agree, the item balancing is way off. I mean, I am only on level 20, but beating levels on insane should not have the chance to give you anything less than a green item.
They are not the same. I kept a few of them because they feel different with a moving character.
I think just 3 or 4 levels are similar, the other ones are brand new.
that's so true, I will work on it, thanks for the feedback :D